#include "FacilityObjective.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void UFacilityObjective::SpawnFacilityEncounters(AProceduralSetup* Setup, UEncounterManager* Encounters, UDebrisPositioning* Positioning) { } TArray UFacilityObjective::SpawnEndBattleTurrets(int32 amountOfTurrets, AProceduralSetup* Setup, UDebrisPositioning* DebrisPositioning, TSubclassOf terrainPlacement, const TArray& existingTurrets, bool& success) { return TArray(); } void UFacilityObjective::SetMainFacility(ATetherStation* NewMainFacility) { } void UFacilityObjective::SetGeneratorRooms(TArray& generatorRoomsIndicies) { } void UFacilityObjective::SecondGeneratorEncounterSpawn(APawn* spawned) { } void UFacilityObjective::ProgressCurrentObjective() { } AActor* UFacilityObjective::PlaceObjectInRoom(AProceduralSetup* Setup, const FRoomNode& RoomNode, UDebrisPositioning* Positioning, TSubclassOf placementActor, FRandomStream RandomStream, const bool checkImportantLocations) { return NULL; } void UFacilityObjective::OnResourceChanged(UCappedResource* Resource, float Amount) { } void UFacilityObjective::OnRep_ObjectivesStage() { } void UFacilityObjective::OnRep_GeneratorsActivated() { } void UFacilityObjective::OnRep_AmountCollected() { } bool UFacilityObjective::IsSubObjectiveComplete(int32 objectiveIndex) const { return false; } void UFacilityObjective::InitGeneratorCount(int32 generators) { } FTransform UFacilityObjective::GetTurretGoal(AProceduralSetup* Setup, const FVector& Origin, float idealRange, UDebrisPositioning* DebrisPositioning, TSubclassOf terrainPlacement, bool& success) { return FTransform{}; } TArray UFacilityObjective::GetShieldGenerators() { return TArray(); } int32 UFacilityObjective::GetShieldGeneratorCount() const { return 0; } void UFacilityObjective::GetObjectTransformInRoom(FTransform& Transform, AProceduralSetup* Setup, const FRoomNode& RoomNode, UDebrisPositioning* Positioning, TSubclassOf placementActor, FRandomStream RandomStream, const bool checkImportantLocations) { } int32 UFacilityObjective::GetFacilityRoomIndex() const { return 0; } FVector UFacilityObjective::GetFacilityLocation() const { return FVector{}; } FSubObjective UFacilityObjective::GetCurrentObjective() const { return FSubObjective{}; } void UFacilityObjective::GeneratorActivated() { } void UFacilityObjective::FirstGeneratorEncounterSpawn(APawn* spawned) { } void UFacilityObjective::DropOverCharger(AProceduralSetup* Setup, int32 roomIndex, const FVector& facilityLocation, float idealRange, float idealZDistance, UDebrisPositioning* DebrisPositioning, TSubclassOf NewGeneratorClass, bool AddImportantLocation) { } void UFacilityObjective::ChangeObjective() { } void UFacilityObjective::AddShieldGenerator(AActor* charger, int32 roomIndex) { } void UFacilityObjective::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(UFacilityObjective, ObjectivesStage); DOREPLIFETIME(UFacilityObjective, AmountCollected); DOREPLIFETIME(UFacilityObjective, GeneratorsActivated); } UFacilityObjective::UFacilityObjective() { this->GeneratorCount = 3; this->ObjectivesStage = 0; this->EncounterDifficulty = 10.00f; this->MinimumTurretEncounters = 0; this->mainFacility = NULL; this->MainFacilityRoom = -1; this->HasRemovedMainShield = false; this->GoalResource = NULL; this->AmountRequired = 1.00f; this->AmountCollected = 0.00f; this->GeneratorsActivated = 0; }